Great tip and thanks for sharing. My good mate from CADPro, Scott Moyse (expert elite) covered this last year at Autodesk Uni Sydney Australia. Thanks for the recap though, as it's great to revisit prior learning. Cheers, Aaron (Melbourne, Australia).
The video explains a symptom but does not explain the reason for it. I've been trying to explain this many times in the Fusion 360 forum. Watch your Origins! I guess as I invented Fusion 360's R.U.L.E.#1 & 2 that might be a worthy R.U.L.E #3 ? The reason the grounded assembly is floating is because Aaron used a rigid as-built joint. The rigid as-built joint and the rigid group joint do not require selection of a reference (joint origin) on a component, so they can only use the origin of that component. The grounded assembly references the top level origin but when it is inserted into the assembly the ground reference is nil. If he had used a rigid joint or revolute etc. basically any joint that requires a user to select geometry to place a joint origin on then the grounded assembly would have also worked fine. While I also prefer the rigid group or as-built rigid joint method, the "Ground" command has one advantage in that it removes components from the joint solver calculations. In complex assemblies that can make quite a difference
I think my main goal of this was to steer people away from using ground. Everyone thinks it's similar to "fix" in SWX, but it's not the case and will get you in trouble.
@@BlackSmokeDMax Ideally you'd understand the conceptual difference between Grounding and Rigid Grouping and then you'd find that it does not need a Fix/Anchor command.
@@adskFusion Mission accomplished! It did, however, provide the perfect canvas for me to provide a bit of conceptual background, so now I can refer to this video or better the thread onto Forum. That will save me. lot of typing ;-)
I second Aaron. I only use ground for quick stuff. In assemblies with linked subassemblies I use a rigid group joint. The as-built rigid joint is not available in DM mode. However, most purchased components are imported in DM mode and I usually don't turn the timeline on (to keep flie size down)
That's cool but what I have to do if I don't need a grounded part? If I want to make the part that you grounded a moving components which follow the others joints? For example like in a origami
If all your parts need to move then the easiest way I found is to make a grounded block (could be a cube or a cylinder as the shape isn't so important) then design the other parts, apply your joints (one or more will reference the grounded block) then hide the block. This technique helped me out some years ago when I was making an animation of the moving parts in an engine.
The original video referenced in this one: "360 LIVE: Joints and Motion" ruclips.net/video/CzzCNVCzXK0/видео.html By "Aaron Magnin" (according to the closed captions).
This has to be one of the best fusion 360 tips of all time. Because until now, that difference hasn't been clearly communicated.
One of those things I wish I knew earlier! Only sorry it took so long to get this up.
This is exactly what I needed, thanks
Thanks for the update!
Great tip and thanks for sharing. My good mate from CADPro, Scott Moyse (expert elite) covered this last year at Autodesk Uni Sydney Australia. Thanks for the recap though, as it's great to revisit prior learning. Cheers, Aaron (Melbourne, Australia).
Scott is amazing! Tough critic, but we need that.
LOL, you are not wrong there. He's a very good friend of mine and he's brutal with me (sad face). Keep it up guys, luv your work :-)
The video explains a symptom but does not explain the reason for it. I've been trying to explain this many times in the Fusion 360 forum. Watch your Origins! I guess as I invented Fusion 360's R.U.L.E.#1 & 2 that might be a worthy R.U.L.E #3 ?
The reason the grounded assembly is floating is because Aaron used a rigid as-built joint. The rigid as-built joint and the rigid group joint do not require selection of a reference (joint origin) on a component, so they can only use the origin of that component.
The grounded assembly references the top level origin but when it is inserted into the assembly the ground reference is nil. If he had used a rigid joint or revolute etc. basically any joint that requires a user to select geometry to place a joint origin on then the grounded assembly would have also worked fine.
While I also prefer the rigid group or as-built rigid joint method, the "Ground" command has one advantage in that it removes components from the joint solver calculations. In complex assemblies that can make quite a difference
I think my main goal of this was to steer people away from using ground. Everyone thinks it's similar to "fix" in SWX, but it's not the case and will get you in trouble.
Autodesk Fusion 360 does that mean that ideally Fusion should receive a "Fix" mechanic itself?
@@BlackSmokeDMax Ideally you'd understand the conceptual difference between Grounding and Rigid Grouping and then you'd find that it does not need a Fix/Anchor command.
@@adskFusion Mission accomplished! It did, however, provide the perfect canvas for me to provide a bit of conceptual background, so now I can refer to this video or better the thread onto Forum. That will save me. lot of typing ;-)
Awesome! We may give you a new R.U.L.E. to add to your portfolio too! haha
So when would you use the ground function?
Honestly, I don't use it anymore. It does help with solve time, so if you have a very large assembly that might be a good reason to consider it.
I second Aaron. I only use ground for quick stuff. In assemblies with linked subassemblies I use a rigid group joint. The as-built rigid joint is not available in DM mode. However, most purchased components are imported in DM mode and I usually don't turn the timeline on (to keep flie size down)
Been wondering this exact question since the original video. What's the difference? Really appreciate you clearing that up. No more grounding for me.
That's cool but what I have to do if I don't need a grounded part? If I want to make the part that you grounded a moving components which follow the others joints? For example like in a origami
If all your parts need to move then the easiest way I found is to make a grounded block (could be a cube or a cylinder as the shape isn't so important) then design the other parts, apply your joints (one or more will reference the grounded block) then hide the block. This technique helped me out some years ago when I was making an animation of the moving parts in an engine.
The original video referenced in this one: "360 LIVE: Joints and Motion" ruclips.net/video/CzzCNVCzXK0/видео.html By "Aaron Magnin" (according to the closed captions).
Thanks for the redirect! Sometimes we forget that these inferences don't really work a year later!